ironbound:rules:activities:trip
Trip
You attempt to upend an opponent, forcing them to the ground. This activity targets a creature within your reach. If successful, the target becomes Prone.
Roll+BOD. You suffer slight if the target is significantly larger than you, or gain favour if the target is already off-balance. You must have a free hand or a weapon with the Trip tag to attempt this activity; if you are using a free hand, you provoke a Counterattack from the target.
- Complete Success: The target is knocked Prone. In addition, select one Good Thing from the list below.
- Success: The target is knocked Prone.
- Partial Success: The target is knocked Prone, but you lose your footing in the struggle. You suffer slight on your next Avoid Danger Roll.
- Failure: The target maintains their balance. You fail to trip them.
- Complete Failure: You overextend and fall. You are now Prone.
Good Things
- The target drops whatever they are holding.
- Roll 2d6; the target takes that much Falling damage.
ironbound/rules/activities/trip.txt ยท Last modified: by tailkinker
